+++ STEP 1 - EXAMINING THE EXAMPLE SHIP +++
To start with, we will have a look at the dock paths already in the example file. Import the example ship DAE file of the Turanic Raider Carrier (tur_p1mothership) and open up the hierarchy. There are three dock paths specified (one “in” and two “out”). Let’s look at them. The first thing to note is the “HOLD_DOCK” dummy. It is located at the origin of the ship and all dock paths sit underneath it.
Firstly we have the root dummy of the first dock path, called “Dock[In]…” that dummy is also located at the origin - moving it introduces some weird relative positioning effects that are difficult to manage, so always put it on the origin unless you know what you are doing. The dock path itself is made of a series of “SEG” (segment) dummies as follows:
As shown above, the position and direction of the dummies determines the dock path. The name of the root dummy “DOCK[In]_Fam[Fighter, Corvette, Utility]” tells the game that this is a dock path for inbound fighters, corvettes and utility ships to follow. The ships will start at SEG0 and move through each segment until they reach the last one. They will then “disappear” into the hold (although by this stage they will already be inside the mesh). The name of each segment has several parameters that tell the ships how to behave. @EvilleJedi has listed some of these here based on the old tools, although the names of some parameters have changed…
Here are the HODOR formats for the above parameters:
DOCK[A]_Fam[B]_Flags[Exit Latch Anim Ajar]_Link[C]_MAD[D]
A = name of dock path
B = families of ships that use the path
C = name of linked path(s)
D = an integer, to link the animation?
SEG[X]_Tol[Y]_Spd[Z]_Flags[UseRot Unfocus Check Close Player Queue Clip ClearRes]
X = integer, from 0 to n, the number of the segment
Y = tolerance, the distance from the segment that the ship must pass
Z = speed of the ship as it passes the segment
If you are animating the dock path (a door or arm) you will need the Anim flag on the DOCK node. Use the Ajar flag if you want the door or arm to stay “open” while the ship is docked (e.g. the Kadeshi Fuel Pod arms). Do not use the Ajar flag if you want the door or arm to close (e.g. the mothership door). If using more than one dock path animation, you will need the MAD[] tag. For more information on the MAD tag, see the following thread:
Secondly, there are two “out” dock paths, for ships leaving the carrier. They are called “DOCK[Out]…” and “DOCK[Out1]…” You will notice that both can be used by fighters, corvettes and utility ships, so why two? Both dock paths can be used simultaneously, so having two dock paths means that the carrier can launch its strike craft twice as quickly, which has an impact on how effective it is in combat (for example when launching fighters after hypserspacing in).